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#1 |
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Chieftain
Join Date: Nov 2009
Posts: 24
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Civ IV walkthrough on Youtube!!
Hey guys!
After a year long hiatus, I've been able to do another Civ IV BTS walkthrough on youtube! I'm currently in the process of recording the whole thing, but the first 3 segments are live right now. You can check the first one here: http://www.youtube.com/watch?v=GQaUJkhYH9Y Hope y'all enjoy! Tanoy (tks2103) P.S. Monarch Pangaea Random everything. |
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#2 |
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Chieftain
Join Date: Apr 2011
Location: Montreal, Quebec
Posts: 88
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That's awesome! I saw your first video back when I started playing the game about six months ago, and your advice is basically what helped me get through the early levels and start playing noble. Glad to see you're doing more, they're fun to watch, especially now that I understand pretty much everything you're doing!
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#3 |
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Prince
Join Date: May 2010
Posts: 306
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Nice warring, but putting a great general healer as the only axe in a stack of city raider swordsmen?
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#4 |
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Chieftain
Join Date: Aug 2011
Location: Zurich
Posts: 4
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Nice video!
I don't often do early wars... Do the tactics of war change there a little? After you took (burned) the first city, you wait a couple of turns to get reinforcements. Normally I build my stack big enough to take out an enemy completely. Is that different for early wars? If so, why? Btw, I would turn lucky huts and events off, if you do a walkthrough. |
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#5 |
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King
Join Date: Mar 2010
Posts: 902
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Nice first video overall. Few observations:
1. Why do you grow on libs you don't finish? Hammers will decay, you could've grown on units.. 2. I'm pretty sure it's a bad plan to not work the gold that early no matter how fast you want to grow 3. Pottery is a pure waste for you that early, you should've chased Math or Alpha instead. 4. Wheel on the other hand comes way too late, should've been your tech after BW. You have writing and a AI nearby? Open borders and make use of the traderoutes! There's no downside for you there. 5. Why didn't you abuse the whip? I can understand that you do not want to whip the cap, but that 2nd town should've been whipped a few times if you ask me regardless of the non existant granary, with a early happy cap at 7 (with gold) that could've speed up your military buildups by quite a few turns. Accordingly, not enough chops. A quick buildup is crucial for warfare. There are several minor things, but those things really stood out imo. Last edited by ahcos; Aug 10, 2011 at 08:24 AM. |
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#6 |
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Synthetic Life Form
Join Date: Mar 2008
Posts: 10,584
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Why don't you use the BUG mod? Blue Marble is nice as well
__________________
"Read, every day, something no one else is reading. Think, every day, something no one else is thinking. Do, every day, something no one else would be silly enough to do. It is bad for the mind to be always part of unanimity." Christopher Morley lymond's YouTube Channel - Watch me play Civ4 poorly CFC GameOftheMonth(GOTM) Page - why are you not playing these ?
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#7 |
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Deity
Join Date: Feb 2002
Location: Czech Rep.
Posts: 6,072
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how much trolling you're willing to accept from me?
Spoiler:
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#8 |
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Deity
Join Date: Feb 2002
Location: Czech Rep.
Posts: 6,072
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Spoiler:
Spoiler:
Spoiler:
and one last thing... colosseum, when you're charismatic and have not monument yet?! Last edited by vranasm; Aug 10, 2011 at 11:15 AM. |
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#9 |
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Warlord
Join Date: Feb 2009
Location: Connecticut, USA
Posts: 160
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Spoiler:
Last edited by gspchamp999; Aug 10, 2011 at 01:59 PM. |
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#10 |
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Exiles No Longer
Join Date: Jul 2011
Location: United States
Posts: 2,851
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Interesting. I'll be tuning in and watching all of it.
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#11 |
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King
Join Date: Aug 2008
Posts: 785
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Spoiler:
Last edited by Keilah; Aug 10, 2011 at 05:37 PM. |
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#12 | |
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GiftOfNukes
![]() Join Date: Jan 2008
Location: Orlando
Posts: 19,608
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Quote:
1. Will not be defending unless you're basically wiped out already, other units might defend and die. 2. Scouts can always make combat 1 medic III with an attached GG, just like any other unit 3. Scouts already start with 2 moves, so they can keep up with mounted and don't need morale promotion to do it. 4. Scouts are inexpensive; much less than alternative fighting units and that is perfect for a unit that is never intended to see battle. Virtually nothing else is acceptable by comparison, although occasionally one can use a very old warrior or axe or something if you attach in a much later era. Even then, however, the scout still has 2 moves at base.
__________________
- There is no "I" in team. There is no "we" either. There is a me. - Play Faster! - YouTube Civ Walkthroughs and Map Creation! - PolyCast Co-Host! Listen in! - Watch me play LIVE |
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#13 |
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Chieftain
Join Date: Nov 2009
Posts: 24
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Thanks for the feedback guys!
Keep in mind that I am playing while commentating live. That's the source of a lot of mistakes. It's much easier to plan with a clear head offline for me =). Spoiler:
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#14 |
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Deity
Join Date: Feb 2002
Location: Czech Rep.
Posts: 6,072
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well about the axe medic... if I remember right you had there woodsman III warrior? surely best choice with attaching healer general.
generally you can make medic healers with a) unit that is obsolete b) unit that is the same type as your main attack force (I tend to make cuirs medics, since I usually don't generate GG before ren war), he typically doesn't defend. the scout suggestion from TMIT is good one, but I usually am too lazy to sneak in some scout... one thing I got from watching AZ videos... you can for sure make at least healer I unit even before GG and it's worth it. |
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#15 |
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King
Join Date: Aug 2008
Posts: 785
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pretty sure woodsman 3 + GG isn't quite enough to make the super-ultra-omega healer, but what he should have done is had that warrior moving together with his stack. That + a regular medic is about = to the super-medic, and then you make a super-medic, which combined with the wood3 warrior is the best healing you'll find.
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#16 | |
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GiftOfNukes
![]() Join Date: Jan 2008
Location: Orlando
Posts: 19,608
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Quote:
The problem with pursuing woods III medic III is that you have to fight battles with your medic to get there, risking losing it. Having it will, at most, save you 1 turn of healing beyond simple medic III but they will often be identical! Only a truly redlined sub 20% health unit will take more than 2 turns to heal to full hp in a captured city with just medic III, and adding woods III will still not quite fully heal things in 1 turn consistently. The end result is that "perfect medic" has only a marginal benefit over medic III and carries non-marginal risk or multiple GG attach GG spreads that weaken the utility of other units.
__________________
- There is no "I" in team. There is no "we" either. There is a me. - Play Faster! - YouTube Civ Walkthroughs and Map Creation! - PolyCast Co-Host! Listen in! - Watch me play LIVE |
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#17 |
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King
Join Date: Aug 2008
Posts: 785
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what, really? I thought because wood3 / medic1 were totally different, they would stack =[
well anyways, he can just use the wood3 warrior as a backup medic then. |
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#18 |
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Synthetic Life Form
Join Date: Mar 2008
Posts: 10,584
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TMIT knows the code far better than me, but I thought WIII and Medic would stack on 2 different units, although I usually always try to get them on one if I can. Are you sure about this, TMIT? If so, i guess the game is saying that despite the promos being different that there can only ever be one medic unit per stack regardless, which kinda makes sense in a way.
__________________
"Read, every day, something no one else is reading. Think, every day, something no one else is thinking. Do, every day, something no one else would be silly enough to do. It is bad for the mind to be always part of unanimity." Christopher Morley lymond's YouTube Channel - Watch me play Civ4 poorly CFC GameOftheMonth(GOTM) Page - why are you not playing these ?
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#19 | |
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GiftOfNukes
![]() Join Date: Jan 2008
Location: Orlando
Posts: 19,608
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Quote:
Don't forget that enemy/neutral/friendly territory/cities makes a difference too; you heal more than the medic value.
__________________
- There is no "I" in team. There is no "we" either. There is a me. - Play Faster! - YouTube Civ Walkthroughs and Map Creation! - PolyCast Co-Host! Listen in! - Watch me play LIVE |
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#20 |
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Chieftain
Join Date: Feb 2007
Posts: 3,226
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Mistake number 1: using play now. It takes more clicks than custom game.
Would consider moving 1W if you're on the edge of your continent, if you don't lose any tiles. Distance maintenance is approximately d/3.5 x difficulty, so with a larger empire will start to add up. Not a huge deal. Early gold can handle you early tech needs, so pottery/writing is a lower priority. At size 2 you'll only have corn (+3) and a gold mine (+1) to worker/settler production, so your production will be the same as a size 1 plains cow. Considering wonder starts not so good on pangea, especially on a corner as you cannot go aggressively for land, but you mention that later. Workboat after worker is risky if your initial warrior/scout dies. Usually if you go early BW and see copper, and you don't see pastureable tiles, consider the wheel next for a slight commerce boost and earlier barb defense. Edit: but I just saw the cow, and that 1N of cow would be one of your stronger fast expansion cities. If you go 2N of cow, mysticism before AH since you won't be able to pasture until your border pops. I don't like monument first in second city though as it's a "waste" of early hammers when it's most important. Mining instead of chopping another forest while building a settler: your city cant' work the mine until it's size 4 anyway, so chopping would be slightly more efficient. Sentry is preferable to fortify, especially on less promoted warriors. 1-2 combat 1 or two barb archer could kill your warrior, and sentry wakes up your unit in those cases so you can consider whether to run away. You still get the fortify bonus. Iron working isn't high priority with copper and no jungles, definitely wheel before iron working. Qin settles: this is when chopping before mine, and a size 2 settler on pangea would be more useful. You can't steal the cow either since his first border pop will accumulate 20 culture per turn on his inner tiles, while you can only pressure 1 culture per turn, so you might as well settle closer to the bronze. You might get the cow, but he can easily steal it back. Not working the gold to speed up the library ends up losing beakers. This is a moderate mistake. Library at capital is kind of bad for rushing, justifiable if you're aiming for catapults. Library at the second city is a pretty huge mistake, since you get very little benefit and 90 hammers is a lot. 2+ Swordsman could easily make or break a rush. Should open borders and scout if you're not attacking within 10 turns. Also, if his capital is not on a hill (+40-60%, relative to the second city), it might be easier to kill than his less valuable city on a hill (+50% defense for archers). Axes vs archers is better than swords for archers, so if you expect he has metal (or better yet scout it), it's often better to add more axes in place of swords. Semi-Moderately important
__________________
How to click drag images into posts: imageshack toolbar. "Reading cfc and comparing your skill with the top players here is like reading a top notch science magazine and wondering why you don't understand the subtle details in a Nobel prize article." -Cabert Last edited by vicawoo; Aug 11, 2011 at 06:26 PM. |
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